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COMBOS

ferrettboy

Smash Cadet
Joined
Jan 19, 2015
Messages
47
Location
upper michigan
NNID
ferrettboy
Name your character, tell us how you play and name the various combos you use. I'm curious of the characters and combos
 

RIP_Lucas

Smash Apprentice
Joined
Oct 20, 2014
Messages
147
Location
Utah
Sonic

Spin dash -> jump -> up air

I thought it was pretty clever

Actually, I usually try to miss the second hit of up air and follow with a back air. Hard to do, but nets another 8% and KOs at high percents

There's also the

Up throw -> up air -> up air -> spring jump -> up air

works to varying degrees at most percents, but just jumping into up air stops being guaranteed at around 30% and spring jump up air doesn't become guaranteed until around 50% depending on the character.

And of course, up air might be substituted for any aerial depending on di and knock back.

Finally there's

Down throw -> dash attack

Capable of being avoided, but catches most people off guard and works best right at the percentages up throw doesn't combo into an aerial.

If you're really confident, spin charge can be substituted for dash and then combo into an essential aerial, but it really isn't a combo at that point
 
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pershona

Smash Journeyman
Joined
Sep 29, 2014
Messages
337
Location
Oulu, Finland
:4sheik:I mostly play and aggressive (with needle camping if i have to) Sheik and most of my combos feature a lot of Fair chains or grabs.
:4falcon:Usual Falcon style aka really aggressive and flashy gameplay with lots of Dthrow to Uair combos.Also Nairs into grabs, sometimes Dair into Knee..
:4robinm::4marth:I mostly play a spacing game with. For Robin usually Arcfire into Levin Fair and also arcthunder into throws. Marth with usually dthrow to Uair at lower percents or Fthrow into Fair. Also sometimes try to double Fair if the opponent doesn't airdodge.
 

RBreadsticks

Smash Apprentice
Joined
Jan 23, 2015
Messages
152
:4rob: - dthrow to up air more or less guaranteed on 0% and will net you around 23% damage (too bad it's not as good as hoo has dthrow to uair.)

Gyro to laser, usually comboes into one another if they're on the ground.

Dash Attack to fair string or dash attack to uair, pretty situational but does decent damage.
 

robinpup

Smash Cadet
Joined
Feb 13, 2010
Messages
72
DK nair,down tilt,cargo grab upwards, up air. nair ,down tilt, up b. there are so many setups using this, also frame cancel dair up tilts.
 

Ranias

Smash Journeyman
Joined
Nov 15, 2010
Messages
233
Location
Georgia, USA
NNID
Ranias
3DS FC
1864-9368-1757
:4ness:
PK Fire, Down Throw, Fair, Fair, (Fair, Fair, PK Thunder)

PK Fire, Down Throw, Up Air, (Up Air, Up Air, etc.)

Up Throw, PK Thunder, PK Thunder, PK Thunder, etc., PKT2 on landing

Up Air, Up Tilt, Up Tilt, Up Air, Up Air, etc.
 
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Talazala

Smash Journeyman
Joined
Jul 11, 2008
Messages
422
Location
Philly
Dtilt to upsmash has a window where it can sweetspot on :4greninja:
Also like his uthrow to uair spike combos.
 

Raijinken

Smash Master
Joined
Dec 8, 2013
Messages
4,420
Location
Durham, NC
Almost everyone, and thus, too many to list.

But most characters can hoohah.
 
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tru.

Smash Cadet
Joined
Feb 14, 2015
Messages
59
3DS FC
3239-5360-8490
I usually use Sheik competitively. I space and play defensive at first, then strike aggressively.

1) Grab, forward-throw > forward-air > forward-air + fast-fall > forward-air > Bouncing Fish or forward-air (sometimes I will Bouncing Fish to stage and try my luck with Burst Grenade while the opponent recovers. If the opponent hangs on the ledge for a while, I will strike with Vanish and retreat.

2) Forward-tilt (x4 or x5 until the opponent gets launched high enough) > forward-air + fast-fall > Bouncing Fish or stock up with Needles

3) Grab, down-throw > up-air (and I will sometimes wait for the opponent to reach the stage, and strike with Vanish or retreat and charge up Needles)

These are to name a few.
 

SwoodGrommet

Smash Journeyman
Joined
Sep 28, 2014
Messages
417
Location
Ireland
NNID
RIPinpieces
3DS FC
3652-0583-3903
:4pit:

The combos I find myself using most often are...

- D-Throw to Up-Smash
- D-Throw to Uair
- D-Throw to Fair
- F-Throw to Arrow (Can be considered a combo?)
- D-Tilt to Dash Attack to Fair
- Dair Spike to U-Smash
 

Ze Diglett

Smash Champion
Writing Team
Joined
Dec 7, 2014
Messages
2,811
Location
Rivals 2
NNID
ZeDiglett
:4rob: Gyro -> Laser
F-throw/B-throw -> Laser
Fair string -> Dash attack
Nair -> Dash attack/grab
D-throw -> Uair:4diddy:
 

PCHU

Smash Lord
Joined
Jan 4, 2008
Messages
1,901
Location
Jackson, Tennessee
Dedede: Dthrow, fair, (if no DI/retaliation ->) nair, utilt, usmash
Some people don't try to escape or fight back, even good players, so the latter end of that is pretty nice.
Outside of that, there really isn't much besides gordo followups or wallbounce followups.
 

Labyrinthian3D

Smash Rookie
Joined
Dec 9, 2014
Messages
4
Pit

Pit's throws are the basis for Pit's combos with dthrow to any of his aerials
Pit can even dthrow to up smash.
Fthrow to dash attack works well for heavy characters like Bowser and Donkey Kong
Dair to Bair is really situational at higher percents(130%)

if you send someone off stage, it helps to repeatedly shoot arrows at them it can lead to a good air dodge bait and gimp and it can build up damage similar to a two hit combo.
 

SDFox

Smash Apprentice
Joined
Jan 29, 2015
Messages
151
:4falco:
Crouch attack -> Dash -> Grab -> down throw -> dash -> up-smash.
This works from about 0-20% in testing, but only on most charecters.
In which case just change it to
Crouch attack -> Dash -> Grab -> down throw -> dash -> dash attack -> (and maybe) short hop n-air / forward air
 

RIP_Lucas

Smash Apprentice
Joined
Oct 20, 2014
Messages
147
Location
Utah
I also use lucario a lot, but his game doesn't really use combos much on account of aura vastly altering his attacks' knock back.

That said, at low percents, these usually work

Dash attack -> dash attack -> grab/force palm/aura sphere

Up throw -> up air -> Nair (frame traps on air dodge) -> force palm/aura sphere

Down throw -> fair -> fair/up air (depends on di, up air sometimes kills)
 
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Jigglystep

Smash Ace
Joined
Apr 17, 2014
Messages
600
Location
Texas
NNID
Davichii
3DS FC
2165-5996-6936
:4villagerf:

Shorthop down-air (late hitbox) -> double jab -> down-tilt -> forward air. (The down-air to jab/F-tilt/whatever is a true combo, but after that you have to mix it up and read what they're going to do for the rest of the string)

Lloid Rocket -> Anything. Seriously, lloids are amazing combo starters.

Up-smash -> up-air. (True combo at most percentages and characters)

And for kicks, here's an example of what is possible with pocketed projectiles:



(Down air - > neutral air -> Pocketed Megaman F-Smash)
 

MapleWooD

Smash Journeyman
Joined
Jan 4, 2015
Messages
441
Location
Montreal, QC
:4ganondorf:
Side-B -> Dtilt -> UAir
-> Ftilt -> Short Hop Dair
-> Jab -> Ftilt
Dash -> UAir/Bair/Ftilt
Dthrow -> Fair
Uthrow -> Uair/Bair (I think)
 

Grass

Smash Lord
Joined
Dec 5, 2014
Messages
1,699
Location
Hyrule, UK
I'm sorry OP, but combos don't really exist in this game, because one must always account for DI. However, almost everyone had follow-ups.
 

RIP_Lucas

Smash Apprentice
Joined
Oct 20, 2014
Messages
147
Location
Utah
Literally every Sonic I've fought online does nothing but that the whole game and jump > d air.
Oh goodness, that sounds terrible.

I was making a Sonic guide earlier, and the first thing I said to learn was spin dash into an aerial. I was wrong, the first thing to learn is that Dair sucks. I personally use it maybe once every 10 matches or so to surprise would be jugglers. It has other uses like after 2 jumps and a spring jump to get back to the ground quickly (from that height, it has no ending lag) or off stage from a high enough elevation, but only the noobiest of the noobs use Dair against grounded opponents (unless they're really confident you won't see it coming).

What makes Sonic good is his combo and mix up game, so if you get predictable, you're doing it wrong.
 

tru.

Smash Cadet
Joined
Feb 14, 2015
Messages
59
3DS FC
3239-5360-8490
:4falco:
Crouch attack -> Dash -> Grab -> down throw -> dash -> up-smash.
This works from about 0-20% in testing, but only on most charecters.
In which case just change it to
Crouch attack -> Dash -> Grab -> down throw -> dash -> dash attack -> (and maybe) short hop n-air / forward air
Wait, so what's the difference between Dash and Dash Attack?
 

Smashin Smasher

Smash Rookie
Joined
Jan 31, 2015
Messages
12
Link. spam arrows from other side of platform.


JK
But I do play as link and some people have accused me for projectile spam... But what ever works right?
 

Xygonn

Smash Ace
Joined
Dec 12, 2014
Messages
768
Location
Seattle Area
NNID
xygonn
:4samus:
My fav 0% combos:
SH Uair (land) -> (jump) Uair -> (jump) Uair -> UpB
Or Dash attack -> Uair -> Uair -> UpB
Or Grab dthrow -> Uair -> Uair -> UpB
Can't get enough of that Uair.
 

SDFox

Smash Apprentice
Joined
Jan 29, 2015
Messages
151
Wait, so what's the difference between Dash and Dash Attack?
Dashing, as opposed to just performing the action.
So like, crouch attack -> grab. would mean you crouch attack then grab.
crouch attack-> dash -> grab. Would mean you crouch attack dash then grab.
At least when I explain it
 
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